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誰でもこれで私を助けることができますか?ボールがパドルに当たったかどうかを検出し、rect_change_y 変数を変更してバウンドさせる簡単な方法を作成するのに問題があります。これは機能するコードですが、ボールがゲームの底に当たったときにパドルまたはダイと相互作用しません。

import pygame

black = ( 0, 0, 0)
white = ( 255, 255, 255)
green = ( 0, 255, 0)
red = ( 255, 0, 0)

rect_x = 10
rect_y = 250

pad_x = 350
pad_y = 480

ball = 3

rect_change_x = 1
rect_change_y = 1

pad_x_c = 0

pygame.init()

size=[700,500]
screen=pygame.display.set_mode(size)

pygame.mouse.set_visible(0)

pygame.display.set_caption("Breakout Recreation WIP")

done=False

clock=pygame.time.Clock()
# -------- Main Program Loop -----------
while ball != 0:
    # ALL EVENT PROCESSING SHOULD GO BELOW THIS COMMENT
    for event in pygame.event.get(): # User did something
        if event.type == pygame.QUIT: # If user clicked close
            done=True # Flag that we are done so we exit this loop
        keys = pygame.key.get_pressed()  #checking pressed keys
        if keys[pygame.K_LEFT]:
            pad_x_c -= 2
        elif keys[pygame.K_RIGHT]:
            pad_x_c += 2  
        else :
            pad_x_c = 0
    # ALL EVENT PROCESSING SHOULD GO ABOVE THIS COMMENT
    # ALL GAME LOGIC SHOULD GO BELOW THIS COMMENT
    # ALL GAME LOGIC SHOULD GO ABOVE THIS COMMENT
    # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
    # First, clear the screen to white. Don't put other drawing commands
    # above this, or they will be erased with this command.
    screen.fill(black)
    # Draw the rectangle
    pygame.draw.rect(screen,white,[rect_x,rect_y,15,15])
    pygame.draw.rect(screen,white,[pad_x,pad_y,50,10])
    # Move the rectangle starting point
    rect_x += rect_change_x
    rect_y += rect_change_y
    pad_x += pad_x_c
    # Bounce the ball if needed
    if rect_y > 480 or rect_y < 10:
        rect_change_y = rect_change_y * -1
    if rect_x > 680 or rect_x < 5:
        rect_change_x = rect_change_x * -1    
    if pad_x <= 5 :
        pad_x_c = 0
    if pad_x >= 645 :
        pad_x_c = 0
    # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT

    pygame.display.flip()

    clock.tick(100)

pygame.quit ()

そして、ここに(私にとって)機能するはずのコードがありますが、機能しません。

import pygame

black = ( 0, 0, 0)
white = ( 255, 255, 255)
green = ( 0, 255, 0)
red = ( 255, 0, 0)

rect_x = 10
rect_y = 250

pad_x = 350
pad_y = 480

ball = 3

rect_change_x = 1
rect_change_y = 1

pad_x_c = 0

pygame.init()

size=[700,500]
screen=pygame.display.set_mode(size)

pygame.mouse.set_visible(0)

pygame.display.set_caption("Breakout Recreation WIP")

done=False

clock=pygame.time.Clock()
# -------- Main Program Loop -----------
while ball != 0:
    # ALL EVENT PROCESSING SHOULD GO BELOW THIS COMMENT
    for event in pygame.event.get(): # User did something
        if event.type == pygame.QUIT: # If user clicked close
            done=True # Flag that we are done so we exit this loop
        keys = pygame.key.get_pressed()  #checking pressed keys
        if keys[pygame.K_LEFT]:
            pad_x_c -= 2
        elif keys[pygame.K_RIGHT]:
            pad_x_c += 2  
        else :
            pad_x_c = 0
    # ALL EVENT PROCESSING SHOULD GO ABOVE THIS COMMENT
    # ALL GAME LOGIC SHOULD GO BELOW THIS COMMENT
    # ALL GAME LOGIC SHOULD GO ABOVE THIS COMMENT
    # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
    # First, clear the screen to white. Don't put other drawing commands
    # above this, or they will be erased with this command.
    screen.fill(black)
    # Draw the rectangle
    pygame.draw.rect(screen,white,[rect_x,rect_y,15,15])
    pygame.draw.rect(screen,white,[pad_x,pad_y,50,10])
    # Move the rectangle starting point
    rect_x += rect_change_x
    rect_y += rect_change_y
    pad_x += pad_x_c
    # Bounce the ball if needed
    if rect_y == pad_y:
        if rect_x == pad_x:
            rect_change_y = rect_change_y * -1
    if rect_y > 490:
        ball -= 1
        rect_y = 250
        rect_x = 10
        rect_change_x = 1
        rect_change_y = 1
    if rect_y < 10:
        rect_change_y = rect_change_y * -1
    if rect_x > 680 or rect_x < 5:
        rect_change_x = rect_change_x * -1       
    if pad_x <= 5 :
        pad_x_c = 0
    if pad_x >= 645 :
        pad_x_c = 0
    # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT

    pygame.display.flip()

    clock.tick(100)

pygame.quit ()

最後に、ボールの代わりにブロックを破壊することを除いて、ブロックを作成して同じことを行う方法について何か提案はありますか?

みんな、ありがとう!

4

1 に答える 1

1

このクラスを使用しRectてボールとパドルを表現し、このクラスが提供するメソッドを利用することもできます。

  • Rect.move_ip長方形を所定の位置に移動するには:

    myrect = pygame.Rect(0, 0, 10, 10)
    myrect.move_ip(100, 50)
    

    myrectの左上隅は (100, 50) にあり、同じ幅と高さを維持します。

  • Rect.clamp_ip長方形が両方とも画面内にあることを確認します。

    myrect = pygame.Rect(100, 0, 10, 10)
    bounds = pygame.Rect(0, 0, 50, 50)
    myrect.clamp_ip(bounds)
    

    myrectの左上隅は (40, 0) にあり、その右下隅は (10, 50) にあり、境界矩形の内側にあります。

  • Rect.colliderectボールとパドルが衝突するかどうかを確認します。

    myrect = pygame.Rect(0, 0, 10, 10)
    another = pygame.Rect(5, 5, 10, 10)
    print(myrect.colliderect(another)) # 1
    

    myrect別のオーバーラップがあるため、呼び出すとcolliderect1 が返され、2 つの四角形の間に衝突があることを示します。


私は Pygame が本当に好きなので、これらの提案を適用してあなたのプログラムを書き直すことを気にしません。それが役に立てば幸い:

import pygame

# Constants
WIDTH = 700
HEIGHT = 500
SCREEN_AREA = pygame.Rect(0, 0, WIDTH, HEIGHT)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)

# Initialization
pygame.init()
screen = pygame.display.set_mode([WIDTH, HEIGHT])
pygame.mouse.set_visible(0)
pygame.display.set_caption("Breakout Recreation WIP")
clock = pygame.time.Clock()

# Variables
paddle = pygame.Rect(350, 480, 50, 10)
ball = pygame.Rect(10, 250, 15, 15)
paddle_movement_x = 0
ball_direction = (1, 1)
balls = 3
done = False

while not done and balls > 0:

    # Process events
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            paddle_movement_x = -2
        elif keys[pygame.K_RIGHT]:
            paddle_movement_x = 2
        else:
            paddle_movement_x = 0

    # Move paddle
    paddle.move_ip(paddle_movement_x, 0)
    paddle.clamp_ip(SCREEN_AREA)

    # Move ball
    ball.move_ip(*ball_direction)
    if ball.right > WIDTH or ball.left < 0:
        ball_direction = -ball_direction[0], ball_direction[1]
    elif ball.top < 0 or ball.bottom > HEIGHT or paddle.colliderect(ball):
        ball_direction = ball_direction[0], -ball_direction[1]
    ball.clamp_ip(SCREEN_AREA)

    # Redraw screen
    screen.fill(BLACK)
    pygame.draw.rect(screen, WHITE, paddle)
    pygame.draw.rect(screen, WHITE, ball)
    pygame.display.flip()
    clock.tick(100)

pygame.quit()
于 2013-04-07T16:35:43.543 に答える